Black Ray of Destruction
(Alteration – Shadow Weave)

When this spell is cast, it dispels one spell protection of any level affecting the target creature. The spells affected by the Black Ray of Destruction are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield, Spell Deflection, and Spell Trap. This will always remove the highest-level spell protection affecting the target; if more than one same-level protection is active on the target simultaneously, one of them will be randomly chosen and dispelled. Additionally, this spell creates a small dead magic zone around the target, preventing the target from casting spells for 5 rounds. The target’s Magic Resistance, if any, does not affect this spell.

Shadowspray
(Conjuration/Summoning – Shadow Weave)

When casting this spell, the shadow adept unleashes a wave of shadow fire from <PRO_HISHER> hand. Any creature with fewer than 8 Hit Dice struck by a wave is blinded for 5 rounds, regardless of any other effect. Additionally, the fire is chaotic in nature, and may cause random effects as per the Prismatic Spray spell:

Power Word, Stun
(Conjuration/Summoning – Shadow Weave)

When a Power Word, Stun spell is uttered, any creature of the Mage’s choice within visual range is stunned for the duration depending on its current Hit Points:
1 to 29 Hit Points: Stunned for 4d4 rounds;
30 to 59 Hit Points: Stunned for 2d4 rounds;
60 to 89 Hit Points: Stunned for 1d4 rounds;
90 or more Hit Points: unaffected.
Note that if a creature is weakened so that its Hit Points are below its usual maximum, the current number of Hit Points is used to determine this spell’s effects. This spell ignores magic resistance.

Sword of the Night
(Invocation/Evocation – Shadow Weave)

Upon casting this spell, the shadow adept brings into being a shimmering, sword-like plane of force that leaps into <PRO_HISHER> hands. The sword acts as a +4 weapon in all respects and deals 3d4 points of slashing damage and 2d4 cold damage upon hitting a target. Once the spell is cast, the sword will float in the air completely under the caster’s control. This does not prevent the caster from doing any other actions during the spell’s duration.

Shadowplague
(Conjuration/Summoning – Shadow Weave)

When the caster utters the spell, he calls forth a swarm of venomous biting and stinging shadow creatures to plague the target. This carpet-like mass swarms over a large area, spreading to all creatures within 30 feet of the target. Invisibility is no protection.

For the duration of the spell, those affected fight with a -2 penalty to attack rolls and armor class. In addition, each round, the victims suffer 2d6 points of damage from bites, have a 100% chance of spell failure, and must make saving throws vs. death at -2 or run away in fear. If a successful save vs. breath at -6 is made, the target manages to avoid most of the swarm, reducing damage from bites by half and completely negating the spell failure penalty.

This spell is blocked by any form of fire shield.

Greater Drain Vitality
(Necromancy – Shadow Weave)

This spell allows the shadow adept to drain eight points of Constitution from a single target, increasing the caster’s own for 1 turn. Drain Vitality (and its variants) does not cost Constitution as other spells of the Shadow Weave and may not affect the same target more than once per turn.

Vengeful Shade
(Necromancy – Shadow Weave)

This powerful and dangerous spell has the power to temporarily revive dead allies. For 1 turn, the target ally is resurrected with full hit points and dramatically increased power – the resurrected ally is hasted for the duration, Strength and Dexterity are set to 25, base AC is set to -6 and target gains immunity to all mind-affecting spells. The target deals maximum damage for the duration of the spell and their casting speed is increased by 4. However, this spell does not truly resurrect the target – once the spell has expired, the target dies again, regardless of their current hit points.

Nightmare
(Enchantment/Charm – Shadow Weave)

Nightmare is both a deadly weapon and a horrific torture device. When the shadow adept casts this spell, <PRO_HESHE> causes one creature to fall into a deep sleep and become tormented with terrible nightmares. For each round that the target remains asleep, they must make a save vs. spell at -4 to wake up from the nightmare. If the save is failed, they must make a save vs. death at -2 or lose 10% of their hit points. Once 5 rounds have passed, the victim awakens from their nightmare without needing a save.

Possess
(Enchantment/Charm – Shadow Weave)

When the shadow adept casts Possess, <PRO_HESHE> attempts to forcibly take control of one creature within <PRO_HISHER> visual range. The target must make as Saving Throw vs. Spells at -7 or become directly controlled by the caster. The shadow adept loses control of <PRO_HISHER> body but may see through the eyes of <PRO_HISHER> target and use spells and abilities available to them. Additionally, the possessed target’s Strength, Dexterity and Constitution are increased to 25 while they are possessed. Possess may not be dispelled and the target only regains control over their own body once the duration has ended or if the caster chooses to relinquish control of <PRO_HISHER> own volition.

Once the duration expires, the vertigo and shock of suddenly regaining control causes the target to suffer 5d10 non-lethal damage and fall unconscious for 5 rounds (no save).

Malefic Bomb
(Invocation/Evocation – Shadow Weave)

The shadow adept launches a mass of volatile shadowstuff towards a target location, dealing 8d6 magic damage in a 20 ft. radius (save vs. death at -2 for half). All enemies that fail the save will, after 1 round, spontaneously explode with another Malefic Bomb dealing 4d6 damage in a 20 ft. radius (save vs. death for half), afflicting all enemies that fail the save with another Malefic Bomb dealing 2d6 damage in a 20 ft. radius.

Shadow Gate
(Conjuration – Shadow Weave)

This spell conjures a one-way portal linked to the Plane of Shadow at the caster’s targeted location for 8 rounds. For each round that the portal is active, a creature of the Plane of Shadow has a chance of emerging. These creatures are allied with the caster. There is a 60% chance of spawning a Shadow Fiend, a 15% chance of spawning a Wraith, a 5% chance of spawning a Devil Shade and a 2% chance of spawning a Nightwalker each turn. The Shadow Gate may be targeted and destroyed by enemies, though it is immune to elemental damage as well as weapons of +1 enchantment and below.

Creatures summoned by this spell remain for 1 turn.

Nightfall
(Evocation – Shadow Weave)

This spell creates a rainfall of shadowstuff on the target location for six rounds. All creatures suffer 2d6 magical damage for every round that they remain within the rainfall and suffer a cumulative penalty of -1 to Armor Class and all Saving Throws for one turn. However, shadow adepts and undead creatures standing in the rainfall are healed for 2d6 hit points per round instead.